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ravaged-planet/src/weapons.js
T

260 lines
8.2 KiB
JavaScript

import {PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES} from './constants.js?v=24';
import {drawCircle, plot} from './gfx.js?v=24';
import {clamp, cycle, distance, randomInt} from './math.js?v=24';
import {audio, createOsc} from './sound.js?v=24';
import {clipTerrain} from './terrain.js?v=24';
export function drawExplosion(ctx, x, y, r) {
const step = Math.max(2, Math.floor(r / 6));
for (let i = r; i > 0; i -= step) {
const t = 1 - (i / r);
const base = 60 + Math.floor(t * 195);
const flicker = Math.floor(Math.sin(r * 0.3 + i * 0.7) * 35);
const red = clamp(0, base + flicker, 255);
const green = clamp(0, Math.floor(flicker * 0.3 + t * 25), 50);
drawCircle(ctx, x, y, i, `rgb(${red}, ${green}, 0)`);
}
}
export function drawDirt(ctx, x, y, r, c) {
drawCircle(ctx, x, y, r, c);
}
export function drawLavaExplosion(ctx, x, y, r, blobs) {
drawCircle(ctx, x, y, r, 'rgb(60, 0, 0)');
if (!blobs) return;
for (const blob of blobs) {
const t = r * 0.1;
const drift = Math.sin(t + blob.phase) * 0.15;
const dist = r * blob.distFrac;
const angle = blob.angle + Math.sin(t * 0.2 + blob.phase * 0.5) * 0.3;
const sx = x + Math.cos(angle + drift) * dist;
const sy = y + Math.sin(angle + drift) * dist;
const pulse = 0.6 + 0.4 * Math.sin(t * 0.3 + blob.phase * 1.3);
const br = Math.max(1, blob.baseR * pulse);
const heat = 1 - blob.distFrac;
const red = Math.floor(blob.red + Math.sin(t * 0.5 + blob.phase) * 30);
const green = Math.floor(Math.abs(Math.sin(t * 0.4 + blob.phase * 0.7)) * heat * 150);
ctx.globalAlpha = 0.15;
drawCircle(ctx, sx, sy, br * 3, `rgb(${red}, ${green}, 0)`);
ctx.globalAlpha = 0.3;
drawCircle(ctx, sx, sy, br * 1.8, `rgb(${red}, ${green}, 0)`);
ctx.globalAlpha = 0.7;
drawCircle(ctx, sx, sy, br, `rgb(${Math.min(255, red + 40)}, ${green}, 0)`);
ctx.globalAlpha = 1.0;
}
}
export const EXPLOSION_TYPES = {
tracer: {
create(spec, x, y) {
return {type:'tracer'};
},
update(explosion) {},
draw(explosion, foreground) {},
stop(explosion) {},
clip(explosion, terrain) {},
damage(explosion, player) {}
},
blast: {
create(spec, x, y) {
const {r} = spec;
const osc = createOsc('sawtooth');
osc.start();
return {type:'blast', x, y, r, cr:0, osc};
},
update(explosion, dt) {
return (explosion.cr += dt * 30) < explosion.r;
},
draw(explosion, foreground) {
const {x, y, cr, osc} = explosion;
const f = cycle(explosion.cr, 6) % 2 === 0 ? 55 : 110;
osc.frequency.setValueAtTime(f, audio.currentTime);
drawExplosion(foreground, x, y, cr);
},
stop(explosion) {
const {osc} = explosion;
osc.stop();
},
clip(explosion, terrain) {
const {x, y, cr} = explosion;
clipTerrain(terrain, (ctx) => drawExplosion(ctx, x, y, cr));
},
damage(explosion, player) {
const {x, y, r} = explosion;
const dist = distance(x, y, player.x, player.y+PLAYER_TANK_Y_FOOTPRINT);
const overlap = clamp(0, dist - r, Infinity);
const shieldType = player.shield ? SHIELD_TYPES[player.shield.type] : null;
const radius = PLAYER_TANK_BOUNDING_RADIUS + (shieldType? shieldType.r : 0);
if (overlap <= radius) {
return Math.round(100 * (1 - overlap / (radius+1)));
}
}
},
lava: {
create(spec, x, y) {
const {r} = spec;
const blobs = [];
const count = Math.max(3, Math.floor(r * 0.25));
for (let i = 0; i < count; i++) {
blobs.push({
phase: Math.random() * Math.PI * 2,
angle: Math.random() * Math.PI * 2,
distFrac: 0.1 + Math.random() * 0.9,
baseR: 3 + Math.random() * (4 + r * 0.06),
red: 150 + Math.random() * 100,
});
}
const osc = createOsc('sawtooth');
osc.start();
return {type:'lava', x, y, r, cr:0, osc, blobs};
},
update(explosion, dt) {
return (explosion.cr += dt * 30) < explosion.r;
},
draw(explosion, foreground) {
const {x, y, cr, osc, blobs} = explosion;
const f = cycle(explosion.cr, 6) % 2 === 0 ? 55 : 110;
osc.frequency.setValueAtTime(f, audio.currentTime);
drawLavaExplosion(foreground, x, y, cr, blobs);
},
stop(explosion) {
const {osc} = explosion;
osc.stop();
},
clip(explosion, terrain) {
const {x, y, cr} = explosion;
clipTerrain(terrain, (ctx) => drawCircle(ctx, x, y, cr, '#000'));
},
damage(explosion, player) {
const {x, y, r} = explosion;
const dist = distance(x, y, player.x, player.y+PLAYER_TANK_Y_FOOTPRINT);
const overlap = clamp(0, dist - r, Infinity);
const shieldType = player.shield ? SHIELD_TYPES[player.shield.type] : null;
const radius = PLAYER_TANK_BOUNDING_RADIUS + (shieldType? shieldType.r : 0);
if (overlap <= radius) {
return Math.round(100 * (1 - overlap / (radius+1)));
}
}
},
dirt: {
create(spec, x, y) {
const {r} = spec;
const osc = createOsc('triangle');
osc.start();
return {type:'dirt', x, y, r, cr:0, osc};
},
stop(explosion) {
const {osc} = explosion;
osc.stop();
},
update(explosion, dt) {
return (explosion.cr += dt * 30) < explosion.r;
},
draw(explosion, foreground, terrain) {
const {x, y, cr, osc} = explosion;
const f = explosion.cr % 2 === 0 ? 220 + explosion.cr : 0;
osc.frequency.setValueAtTime(f, audio.currentTime);
osc.frequency.setValueAtTime(0, audio.currentTime+0.1);
drawDirt(foreground, x, y, cr, terrain.color);
},
clip(explosion, terrain) {
const {x, y, cr} = explosion;
drawDirt(terrain, x, y, cr, terrain.color);
},
damage(explosion, player) {}
},
digBomb: {
create(spec, x, y) {
const {r} = spec;
const osc = createOsc('triangle');
osc.start();
return {type:'digBomb', x, y, r, cr:0, osc};
},
stop(explosion) {
const {osc} = explosion;
osc.stop();
},
update(explosion, dt) {
return (explosion.cr += dt * 30) < explosion.r;
},
draw(explosion, foreground, terrain) {
const {x, y, cr, osc} = explosion;
const f = explosion.cr % 2 === 0 ? 440 - explosion.cr : 0;
osc.frequency.setValueAtTime(f, audio.currentTime);
osc.frequency.setValueAtTime(0, audio.currentTime+0.1);
drawDirt(foreground, x, y, cr, 'brown');
},
clip(explosion, terrain) {
const {x, y, cr} = explosion;
clipTerrain(terrain, (ctx) => drawDirt(ctx, x, y, cr));
},
damage(explosion, player) {}
},
dirtCone: {
create(spec, x, y) {
const {r} = spec;
const pattern = [];
const osc = createOsc('triangle');
osc.start();
return {type:'dirtCone', x, y, r, cr:0, osc, pattern};
},
stop(explosion) {
const {osc} = explosion;
osc.stop();
},
update(explosion, dt) {
return (explosion.cr += dt * 60) < Math.min(explosion.r, explosion.y);
},
draw(explosion, foreground, terrain) {
const {x, y, cr, osc, pattern} = explosion;
const nextRow = Math.floor(cr);
if (nextRow >= pattern.length) {
let row = [];
for (let cx=0; cx < 1+nextRow*2; cx++) {
row.push(randomInt(0, 3) === 0);
}
pattern.push(row);
}
for (let cy=0; cy<pattern.length; cy++) {
const row = pattern[cy];
for (let cx=0; cx<row.length; cx++) {
if (row[cx]) plot(foreground, x-cy+cx, y-cy, terrain.color);
}
}
const f = explosion.cr % 2 === 0 ? 220 + explosion.cr : 0;
osc.frequency.setValueAtTime(f, audio.currentTime);
osc.frequency.setValueAtTime(0, audio.currentTime+0.1);
},
clip(explosion, terrain) {
const {x, y, pattern} = explosion;
for (let cy=0; cy<pattern.length; cy++) {
const row = pattern[cy];
for (let cx=0; cx<row.length; cx++) {
if (row[cx]) plot(terrain, x-cy+cx, y-cy, terrain.color);
}
}
},
damage(explosion, player) {}
},
napalm: {
create(spec) {
return {type:'napalm', particles: spec.particles};
},
update() { return false; },
draw() {},
stop() {},
clip() {},
damage() {},
},
}